mirror of
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1320 lines
33 KiB
C++
1320 lines
33 KiB
C++
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/*
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* CRmgTemplateZone.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CRmgTemplateZone.h"
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#include "../mapping/CMapEditManager.h"
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#include "../mapping/CMap.h"
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#include "../VCMI_Lib.h"
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#include "../CTownHandler.h"
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#include "../CCreatureHandler.h"
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#include "../CSpellHandler.h" //for choosing random spells
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class CMap;
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class CMapEditManager;
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CRmgTemplateZone::CTownInfo::CTownInfo() : townCount(0), castleCount(0), townDensity(0), castleDensity(0)
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{
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}
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int CRmgTemplateZone::CTownInfo::getTownCount() const
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{
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return townCount;
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}
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void CRmgTemplateZone::CTownInfo::setTownCount(int value)
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{
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if(value < 0)
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throw rmgException("Negative value for town count not allowed.");
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townCount = value;
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}
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int CRmgTemplateZone::CTownInfo::getCastleCount() const
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{
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return castleCount;
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}
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void CRmgTemplateZone::CTownInfo::setCastleCount(int value)
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{
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if(value < 0)
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throw rmgException("Negative value for castle count not allowed.");
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castleCount = value;
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}
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int CRmgTemplateZone::CTownInfo::getTownDensity() const
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{
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return townDensity;
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}
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void CRmgTemplateZone::CTownInfo::setTownDensity(int value)
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{
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if(value < 0)
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throw rmgException("Negative value for town density not allowed.");
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townDensity = value;
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}
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int CRmgTemplateZone::CTownInfo::getCastleDensity() const
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{
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return castleDensity;
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}
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void CRmgTemplateZone::CTownInfo::setCastleDensity(int value)
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{
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if(value < 0)
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throw rmgException("Negative value for castle density not allowed.");
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castleDensity = value;
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}
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CTileInfo::CTileInfo():nearestObjectDistance(INT_MAX), terrain(ETerrainType::WRONG)
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{
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occupied = ETileType::POSSIBLE; //all tiles are initially possible to place objects or passages
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}
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int CTileInfo::getNearestObjectDistance() const
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{
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return nearestObjectDistance;
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}
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void CTileInfo::setNearestObjectDistance(int value)
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{
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nearestObjectDistance = std::max(0, value); //never negative (or unitialized)
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}
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bool CTileInfo::shouldBeBlocked() const
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{
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return occupied == ETileType::BLOCKED;
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}
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bool CTileInfo::isBlocked() const
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{
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return occupied == ETileType::BLOCKED || occupied == ETileType::USED;
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}
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bool CTileInfo::isPossible() const
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{
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return occupied == ETileType::POSSIBLE;
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}
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bool CTileInfo::isFree() const
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{
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return occupied == ETileType::FREE;
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}
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void CTileInfo::setOccupied(ETileType::ETileType value)
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{
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occupied = value;
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}
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ETerrainType CTileInfo::getTerrainType() const
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{
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return terrain;
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}
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void CTileInfo::setTerrainType(ETerrainType value)
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{
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terrain = value;
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}
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CRmgTemplateZone::CRmgTemplateZone() : id(0), type(ETemplateZoneType::PLAYER_START), size(1),
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terrainType (ETerrainType::GRASS), townType(0), townsAreSameType(false), matchTerrainToTown(true), totalDensity(0)
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{
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townTypes = getDefaultTownTypes();
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terrainTypes = getDefaultTerrainTypes();
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}
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TRmgTemplateZoneId CRmgTemplateZone::getId() const
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{
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return id;
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}
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void CRmgTemplateZone::setId(TRmgTemplateZoneId value)
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{
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if(value <= 0)
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throw rmgException(boost::to_string(boost::format("Zone %d id should be greater than 0.") %id));
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id = value;
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}
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ETemplateZoneType::ETemplateZoneType CRmgTemplateZone::getType() const
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{
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return type;
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}
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void CRmgTemplateZone::setType(ETemplateZoneType::ETemplateZoneType value)
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{
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type = value;
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}
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int CRmgTemplateZone::getSize() const
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{
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return size;
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}
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void CRmgTemplateZone::setSize(int value)
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{
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if(value <= 0)
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throw rmgException(boost::to_string(boost::format("Zone %d size needs to be greater than 0.") % id));
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size = value;
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}
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boost::optional<int> CRmgTemplateZone::getOwner() const
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{
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return owner;
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}
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void CRmgTemplateZone::setOwner(boost::optional<int> value)
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{
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if(!(*value >= 0 && *value <= PlayerColor::PLAYER_LIMIT_I))
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throw rmgException(boost::to_string(boost::format ("Owner of zone %d has to be in range 0 to max player count.") %id));
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owner = value;
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}
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const CRmgTemplateZone::CTownInfo & CRmgTemplateZone::getPlayerTowns() const
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{
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return playerTowns;
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}
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void CRmgTemplateZone::setPlayerTowns(const CTownInfo & value)
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{
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playerTowns = value;
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}
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const CRmgTemplateZone::CTownInfo & CRmgTemplateZone::getNeutralTowns() const
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{
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return neutralTowns;
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}
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void CRmgTemplateZone::setNeutralTowns(const CTownInfo & value)
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{
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neutralTowns = value;
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}
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bool CRmgTemplateZone::getTownsAreSameType() const
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{
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return townsAreSameType;
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}
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void CRmgTemplateZone::setTownsAreSameType(bool value)
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{
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townsAreSameType = value;
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}
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const std::set<TFaction> & CRmgTemplateZone::getTownTypes() const
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{
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return townTypes;
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}
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void CRmgTemplateZone::setTownTypes(const std::set<TFaction> & value)
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{
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townTypes = value;
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}
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std::set<TFaction> CRmgTemplateZone::getDefaultTownTypes() const
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{
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std::set<TFaction> defaultTowns;
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auto towns = VLC->townh->getDefaultAllowed();
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for(int i = 0; i < towns.size(); ++i)
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{
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if(towns[i]) defaultTowns.insert(i);
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}
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return defaultTowns;
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}
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bool CRmgTemplateZone::getMatchTerrainToTown() const
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{
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return matchTerrainToTown;
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}
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void CRmgTemplateZone::setMatchTerrainToTown(bool value)
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{
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matchTerrainToTown = value;
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}
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const std::set<ETerrainType> & CRmgTemplateZone::getTerrainTypes() const
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{
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return terrainTypes;
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}
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void CRmgTemplateZone::setTerrainTypes(const std::set<ETerrainType> & value)
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{
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assert(value.find(ETerrainType::WRONG) == value.end() && value.find(ETerrainType::BORDER) == value.end() &&
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value.find(ETerrainType::WATER) == value.end() && value.find(ETerrainType::ROCK) == value.end());
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terrainTypes = value;
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}
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std::set<ETerrainType> CRmgTemplateZone::getDefaultTerrainTypes() const
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{
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std::set<ETerrainType> terTypes;
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static const ETerrainType::EETerrainType allowedTerTypes[] = {ETerrainType::DIRT, ETerrainType::SAND, ETerrainType::GRASS, ETerrainType::SNOW,
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ETerrainType::SWAMP, ETerrainType::ROUGH, ETerrainType::SUBTERRANEAN, ETerrainType::LAVA};
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for (auto & allowedTerType : allowedTerTypes)
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terTypes.insert(allowedTerType);
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return terTypes;
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}
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void CRmgTemplateZone::setMinesAmount (TResource res, ui16 amount)
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{
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mines[res] = amount;
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}
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std::map<TResource, ui16> CRmgTemplateZone::getMinesInfo() const
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{
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return mines;
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}
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void CRmgTemplateZone::addConnection(TRmgTemplateZoneId otherZone)
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{
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connections.push_back (otherZone);
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}
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std::vector<TRmgTemplateZoneId> CRmgTemplateZone::getConnections() const
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{
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return connections;
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}
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void CRmgTemplateZone::setTotalDensity (ui16 val)
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{
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totalDensity = val;
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}
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ui16 CRmgTemplateZone::getTotalDensity () const
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{
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return totalDensity;
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}
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void CRmgTemplateZone::addTreasureInfo(CTreasureInfo & info)
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{
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treasureInfo.push_back(info);
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}
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std::vector<CTreasureInfo> CRmgTemplateZone::getTreasureInfo()
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{
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return treasureInfo;
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}
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float3 CRmgTemplateZone::getCenter() const
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{
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return center;
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}
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void CRmgTemplateZone::setCenter(const float3 &f)
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{
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//limit boundaries to (0,1) square
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center = float3 (std::min(std::max(f.x, 0.f), 1.f), std::min(std::max(f.y, 0.f), 1.f), f.z);
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}
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bool CRmgTemplateZone::pointIsIn(int x, int y)
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{
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return true;
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}
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int3 CRmgTemplateZone::getPos() const
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{
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return pos;
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}
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void CRmgTemplateZone::setPos(const int3 &Pos)
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{
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pos = Pos;
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}
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void CRmgTemplateZone::addTile (const int3 &pos)
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{
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tileinfo.insert(pos);
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}
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std::set<int3> CRmgTemplateZone::getTileInfo () const
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{
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return tileinfo;
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}
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void CRmgTemplateZone::createBorder(CMapGenerator* gen)
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{
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for (auto tile : tileinfo)
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{
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gen->foreach_neighbour (tile, [this, gen](int3 &pos)
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{
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if (!vstd::contains(this->tileinfo, pos))
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{
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gen->foreach_neighbour (pos, [this, gen](int3 &pos)
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{
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if (gen->isPossible(pos))
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gen->setOccupied (pos, ETileType::BLOCKED);
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});
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}
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});
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}
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}
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void CRmgTemplateZone::fractalize(CMapGenerator* gen)
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{
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std::vector<int3> clearedTiles;
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std::set<int3> possibleTiles;
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std::set<int3> tilesToClear; //will be set clear
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std::set<int3> tilesToIgnore; //will be erased in this iteration
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const float minDistance = std::sqrt(totalDensity);
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for (auto tile : tileinfo)
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{
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if (gen->isFree(tile))
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clearedTiles.push_back(tile);
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else if (gen->isPossible(tile));
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possibleTiles.insert(tile);
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}
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if (clearedTiles.empty()) //this should come from zone connections
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{
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clearedTiles.push_back(pos); //zone center should be always clear
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}
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while (possibleTiles.size())
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{
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for (auto tileToMakePath : possibleTiles)
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{
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//find closest free tile
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float currentDistance = 1e10;
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int3 closestTile (-1,-1,-1);
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for (auto clearTile : clearedTiles)
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{
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float distance = tileToMakePath.dist2d(clearTile);
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if (distance < currentDistance)
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{
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currentDistance = distance;
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closestTile = clearTile;
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}
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if (currentDistance <= minDistance)
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{
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//this tile is close enough. Forget about it and check next one
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tilesToIgnore.insert (tileToMakePath);
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break;
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}
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}
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//if tiles is not close enough, make path to it
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if (currentDistance > minDistance)
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{
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crunchPath (gen, tileToMakePath, closestTile, id, &tilesToClear);
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break; //next iteration - use already cleared tiles
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}
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}
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for (auto tileToClear : tilesToClear)
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{
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//move cleared tiles from one set to another
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clearedTiles.push_back(tileToClear);
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vstd::erase_if_present(possibleTiles, tileToClear);
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}
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for (auto tileToClear : tilesToIgnore)
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{
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//these tiles are already connected, ignore them
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vstd::erase_if_present(possibleTiles, tileToClear);
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}
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if (tilesToClear.empty()) //nothing else can be done (?)
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break;
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tilesToClear.clear(); //empty this container
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tilesToIgnore.clear();
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}
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logGlobal->infoStream() << boost::format ("Zone %d subdivided fractally") %id;
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}
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bool CRmgTemplateZone::crunchPath (CMapGenerator* gen, const int3 &src, const int3 &dst, TRmgTemplateZoneId zone, std::set<int3>* clearedTiles)
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{
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/*
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make shortest path with free tiles, reachning dst or closest already free tile. Avoid blocks.
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do not leave zone border
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*/
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bool result = false;
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bool end = false;
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int3 currentPos = src;
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float distance = currentPos.dist2dSQ (dst);
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while (!end)
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{
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if (currentPos == dst)
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{
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result = true;
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break;
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}
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auto lastDistance = distance;
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gen->foreach_neighbour (currentPos, [this, gen, ¤tPos, dst, &distance, &result, &end, clearedTiles](int3 &pos)
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{
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if (!result) //not sure if lambda is worth it...
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{
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if (pos == dst)
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{
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result = true;
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end = true;
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}
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if (pos.dist2dSQ (dst) < distance)
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{
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if (!gen->isBlocked(pos))
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{
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if (vstd::contains (tileinfo, pos))
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{
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if (gen->isPossible(pos))
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{
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gen->setOccupied (pos, ETileType::FREE);
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if (clearedTiles)
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clearedTiles->insert(pos);
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currentPos = pos;
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distance = currentPos.dist2dSQ (dst);
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}
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else if (gen->isFree(pos))
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{
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end = true;
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result = true;
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}
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else
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throw rmgException(boost::to_string(boost::format("Tile %s of uknown type found on path") % pos()));
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}
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}
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}
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}
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});
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if (!(result || distance < lastDistance)) //we do not advance, use more avdnaced pathfinding algorithm?
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{
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logGlobal->warnStream() << boost::format ("No tile closer than %s found on path from %s to %s") %currentPos %src %dst;
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break;
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}
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}
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return result;
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}
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void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj, si32 strength)
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{
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requiredObjects.push_back(std::make_pair(obj, strength));
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}
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bool CRmgTemplateZone::addMonster(CMapGenerator* gen, int3 &pos, si32 strength)
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{
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//precalculate actual (randomized) monster strength based on this post
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//http://forum.vcmi.eu/viewtopic.php?p=12426#12426
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int zoneMonsterStrength = 0; //TODO: range -1..1 based on template settings
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int mapMonsterStrength = gen->mapGenOptions->getMonsterStrength();
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int monsterStrength = zoneMonsterStrength + mapMonsterStrength - 1; //array index from 0 to 4
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static const int value1[] = {2500, 1500, 1000, 500, 0};
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static const int value2[] = {7500, 7500, 7500, 5000, 5000};
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static const float multiplier1[] = {0.5, 0.75, 1.0, 1.5, 1.5};
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static const float multiplier2[] = {0.5, 0.75, 1.0, 1.0, 1.5};
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int strength1 = std::max(0.f, (strength - value1[monsterStrength]) * multiplier1[monsterStrength]);
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int strength2 = std::max(0.f, (strength - value2[monsterStrength]) * multiplier2[monsterStrength]);
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strength = strength1 + strength2;
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if (strength < 2000)
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return false; //no guard at all
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CreatureID creId = CreatureID::NONE;
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int amount = 0;
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std::vector<CreatureID> possibleCreatures;
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for (auto cre : VLC->creh->creatures)
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{
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if (cre->special)
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continue;
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if ((cre->AIValue * (cre->ammMin + cre->ammMax) / 2 < strength) && (strength < cre->AIValue * 100)) //at least one full monster. size between minimum size of given stack and 100
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{
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possibleCreatures.push_back(cre->idNumber);
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}
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}
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if (possibleCreatures.size())
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{
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creId = *RandomGeneratorUtil::nextItem(possibleCreatures, gen->rand);
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amount = strength / VLC->creh->creatures[creId]->AIValue;
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if (amount >= 4)
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amount *= gen->rand.nextDouble(0.75, 1.25);
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}
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else //just pick any available creature
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{
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creId = CreatureID(132); //Azure Dragon
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amount = strength / VLC->creh->creatures[creId]->AIValue;
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}
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auto guard = new CGCreature();
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guard->ID = Obj::MONSTER;
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guard->subID = creId;
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auto hlp = new CStackInstance(creId, amount);
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//will be set during initialization
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guard->putStack(SlotID(0), hlp);
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placeObject(gen, guard, pos);
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return true;
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}
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bool CRmgTemplateZone::createTreasurePile (CMapGenerator* gen, int3 &pos)
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|
{
|
|
std::map<int3, CGObjectInstance *> treasures;
|
|
std::set<int3> boundary;
|
|
int3 guardPos (-1,-1,-1);
|
|
int3 nextTreasurePos = pos;
|
|
|
|
//default values
|
|
int maxValue = 5000;
|
|
int minValue = 1500;
|
|
|
|
if (treasureInfo.size())
|
|
{
|
|
//roulette wheel
|
|
int r = gen->rand.nextInt (1, totalDensity);
|
|
|
|
for (auto t : treasureInfo)
|
|
{
|
|
if (r <= t.threshold)
|
|
{
|
|
maxValue = t.max;
|
|
minValue = t.min;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
int currentValue = 0;
|
|
CGObjectInstance * object = nullptr;
|
|
while (currentValue < minValue)
|
|
{
|
|
//TODO: this works only for 1-tile objects
|
|
//make sure our shape is consistent
|
|
treasures[nextTreasurePos] = nullptr;
|
|
for (auto treasurePos : treasures)
|
|
{
|
|
gen->foreach_neighbour (treasurePos.first, [gen, &boundary](int3 pos)
|
|
{
|
|
boundary.insert(pos);
|
|
});
|
|
}
|
|
for (auto treasurePos : treasures)
|
|
{
|
|
//leaving only boundary around objects
|
|
vstd::erase_if_present (boundary, treasurePos.first);
|
|
}
|
|
for (auto tile : boundary)
|
|
{
|
|
//we can't extend boundary anymore
|
|
if (!(gen->isBlocked(tile) || gen->isPossible(tile)))
|
|
break;
|
|
}
|
|
|
|
int remaining = maxValue - currentValue;
|
|
|
|
auto oi = getRandomObject(gen, remaining);
|
|
object = oi.generateObject();
|
|
if (!object)
|
|
break;
|
|
|
|
currentValue += oi.value;
|
|
|
|
treasures[nextTreasurePos] = object;
|
|
|
|
//now find place for next object
|
|
int3 placeFound(-1,-1,-1);
|
|
|
|
//FIXME: find out why teh following code causes crashes
|
|
//std::vector<int3> boundaryVec(boundary.begin(), boundary.end());
|
|
//RandomGeneratorUtil::randomShuffle(boundaryVec, gen->rand);
|
|
//for (auto tile : boundaryVec)
|
|
for (auto tile : boundary)
|
|
{
|
|
if (gen->isPossible(tile)) //we can place new treasure only on possible tile
|
|
{
|
|
bool here = true;
|
|
gen->foreach_neighbour (tile, [gen, &here](int3 pos)
|
|
{
|
|
if (!(gen->isBlocked(pos) || gen->isPossible(pos)))
|
|
here = false;
|
|
});
|
|
if (here)
|
|
{
|
|
placeFound = tile;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (placeFound.valid())
|
|
nextTreasurePos = placeFound;
|
|
}
|
|
if (treasures.size())
|
|
{
|
|
//find object closest to zone center, then con nect it to the middle of the zone
|
|
int3 zoneCenter = getPos();
|
|
int3 closestTile = int3(-1,-1,-1);
|
|
float minDistance = 1e10;
|
|
for (auto treasure : treasures)
|
|
{
|
|
if (zoneCenter.dist2d(treasure.first) < minDistance)
|
|
{
|
|
closestTile = treasure.first;
|
|
minDistance = zoneCenter.dist2d(treasure.first);
|
|
}
|
|
}
|
|
assert (closestTile.valid());
|
|
if (!crunchPath (gen, closestTile, getPos(), id)) //make sure pile is connected to the middle of zone
|
|
{
|
|
for (auto treasure : treasures)
|
|
{
|
|
if (gen->isPossible(treasure.first))
|
|
gen->setOccupied (treasure.first, ETileType::BLOCKED);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
for (auto tile : boundary) //guard must be standing there
|
|
{
|
|
if (gen->isFree(tile)) //this tile could be already blocked, don't place a monster here
|
|
{
|
|
guardPos = tile;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (guardPos.valid())
|
|
{
|
|
for (auto treasure : treasures)
|
|
{
|
|
placeObject(gen, treasure.second, treasure.first - treasure.second->getVisitableOffset());
|
|
}
|
|
if (addMonster(gen, guardPos, currentValue))
|
|
{//block only if the object is guarded
|
|
for (auto tile : boundary)
|
|
{
|
|
if (gen->isPossible(tile))
|
|
gen->setOccupied (tile, ETileType::BLOCKED);
|
|
}
|
|
}
|
|
}
|
|
else //we couldn't make a connection to this location, block it
|
|
{
|
|
for (auto treasure : treasures)
|
|
{
|
|
if (gen->isPossible(treasure.first))
|
|
gen->setOccupied (treasure.first, ETileType::BLOCKED);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
else //we did not place eveyrthing successfully
|
|
return false;
|
|
}
|
|
void CRmgTemplateZone::initTownType (CMapGenerator* gen)
|
|
{
|
|
if ((type == ETemplateZoneType::CPU_START) || (type == ETemplateZoneType::PLAYER_START))
|
|
{
|
|
logGlobal->infoStream() << "Preparing playing zone";
|
|
int player_id = *owner - 1;
|
|
auto & playerInfo = gen->map->players[player_id];
|
|
if (playerInfo.canAnyonePlay())
|
|
{
|
|
PlayerColor player(player_id);
|
|
auto town = new CGTownInstance();
|
|
town->ID = Obj::TOWN;
|
|
townType = gen->mapGenOptions->getPlayersSettings().find(player)->second.getStartingTown();
|
|
|
|
if(townType == CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
|
|
townType = *RandomGeneratorUtil::nextItem(VLC->townh->getAllowedFactions(), gen->rand); // all possible towns, skip neutral
|
|
|
|
town->subID = townType;
|
|
town->tempOwner = player;
|
|
town->builtBuildings.insert(BuildingID::FORT);
|
|
town->builtBuildings.insert(BuildingID::DEFAULT);
|
|
|
|
placeObject(gen, town, getPos() + town->getVisitableOffset()); //towns are big objects and should be centered around visitable position
|
|
|
|
logGlobal->traceStream() << "Fill player info " << player_id;
|
|
|
|
// Update player info
|
|
playerInfo.allowedFactions.clear();
|
|
playerInfo.allowedFactions.insert (townType);
|
|
playerInfo.hasMainTown = true;
|
|
playerInfo.posOfMainTown = town->pos - int3(2, 0, 0);
|
|
playerInfo.generateHeroAtMainTown = true;
|
|
|
|
//requiredObjects.push_back(town);
|
|
}
|
|
else
|
|
{
|
|
type = ETemplateZoneType::TREASURE;
|
|
townType = *RandomGeneratorUtil::nextItem(VLC->townh->getAllowedFactions(), gen->rand);
|
|
logGlobal->infoStream() << "Skipping this zone cause no player";
|
|
}
|
|
}
|
|
else //no player
|
|
{
|
|
townType = *RandomGeneratorUtil::nextItem(VLC->townh->getAllowedFactions(), gen->rand);
|
|
}
|
|
}
|
|
|
|
void CRmgTemplateZone::initTerrainType (CMapGenerator* gen)
|
|
{
|
|
|
|
if (matchTerrainToTown)
|
|
terrainType = VLC->townh->factions[townType]->nativeTerrain;
|
|
else
|
|
terrainType = *RandomGeneratorUtil::nextItem(terrainTypes, gen->rand);
|
|
|
|
//paint zone with matching terrain
|
|
std::vector<int3> tiles;
|
|
for (auto tile : tileinfo)
|
|
{
|
|
tiles.push_back (tile);
|
|
}
|
|
gen->editManager->getTerrainSelection().setSelection(tiles);
|
|
gen->editManager->drawTerrain(terrainType, &gen->rand);
|
|
}
|
|
|
|
bool CRmgTemplateZone::placeMines (CMapGenerator* gen)
|
|
{
|
|
std::vector<Res::ERes> required_mines;
|
|
required_mines.push_back(Res::ERes::WOOD);
|
|
required_mines.push_back(Res::ERes::ORE);
|
|
|
|
static const Res::ERes woodOre[] = {Res::ERes::WOOD, Res::ERes::ORE};
|
|
static const Res::ERes preciousResources[] = {Res::ERes::GEMS, Res::ERes::CRYSTAL, Res::ERes::MERCURY, Res::ERes::SULFUR};
|
|
|
|
|
|
//TODO: factory / copy constructor?
|
|
for (const auto & res : woodOre)
|
|
{
|
|
//TODO: these 2 should be close to town (within 12 tiles radius)
|
|
for (int i = 0; i < mines[res]; i++)
|
|
{
|
|
auto mine = new CGMine();
|
|
mine->ID = Obj::MINE;
|
|
mine->subID = static_cast<si32>(res);
|
|
mine->producedResource = res;
|
|
mine->producedQuantity = mine->defaultResProduction();
|
|
addRequiredObject(mine, 1500);
|
|
}
|
|
}
|
|
for (const auto & res : preciousResources)
|
|
{
|
|
for (int i = 0; i < mines[res]; i++)
|
|
{
|
|
auto mine = new CGMine();
|
|
mine->ID = Obj::MINE;
|
|
mine->subID = static_cast<si32>(res);
|
|
mine->producedResource = res;
|
|
mine->producedQuantity = mine->defaultResProduction();
|
|
addRequiredObject(mine, 3500);
|
|
}
|
|
}
|
|
for (int i = 0; i < mines[Res::GOLD]; i++)
|
|
{
|
|
auto mine = new CGMine();
|
|
mine->ID = Obj::MINE;
|
|
mine->subID = static_cast<si32>(Res::GOLD);
|
|
mine->producedResource = Res::GOLD;
|
|
mine->producedQuantity = mine->defaultResProduction();
|
|
addRequiredObject(mine, 7000);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CRmgTemplateZone::fill(CMapGenerator* gen)
|
|
{
|
|
addAllPossibleObjects (gen);
|
|
initTownType(gen);
|
|
initTerrainType(gen);
|
|
placeMines(gen);
|
|
|
|
logGlobal->infoStream() << "Creating required objects";
|
|
for(const auto &obj : requiredObjects)
|
|
{
|
|
int3 pos;
|
|
logGlobal->traceStream() << "Looking for place";
|
|
if ( ! findPlaceForObject(gen, obj.first, 3, pos))
|
|
{
|
|
logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") %id;
|
|
//TODO CLEANUP!
|
|
return false;
|
|
}
|
|
logGlobal->traceStream() << "Place found";
|
|
|
|
placeObject(gen, obj.first, pos);
|
|
crunchPath (gen, pos, getPos(), id); //make sure pile is connected to the middle of zone
|
|
if (obj.second)
|
|
{
|
|
guardObject (gen, obj.first, obj.second);
|
|
}
|
|
}
|
|
const double res_mindist = 5;
|
|
|
|
//TODO: just placeholder to chekc for possible locations
|
|
do {
|
|
|
|
int3 pos;
|
|
if ( ! findPlaceForTreasurePile(gen, 3, pos))
|
|
{
|
|
break;
|
|
}
|
|
createTreasurePile (gen, pos);
|
|
|
|
} while(true);
|
|
|
|
auto sel = gen->editManager->getTerrainSelection();
|
|
sel.clearSelection();
|
|
for (auto tile : tileinfo)
|
|
{
|
|
//test code - block all the map to show paths clearly
|
|
//if (gen->isPossible(tile))
|
|
// gen->setOccupied(tile, ETileType::BLOCKED);
|
|
|
|
if (gen->shouldBeBlocked(tile)) //fill tiles that should be blocked with obstacles
|
|
{
|
|
auto obj = new CGObjectInstance();
|
|
obj->ID = static_cast<Obj>(130);
|
|
obj->subID = 0;
|
|
placeObject(gen, obj, tile);
|
|
}
|
|
}
|
|
//logGlobal->infoStream() << boost::format("Filling %d with ROCK") % sel.getSelectedItems().size();
|
|
//gen->editManager->drawTerrain(ETerrainType::ROCK, &gen->gen);
|
|
logGlobal->infoStream() << boost::format ("Zone %d filled successfully") %id;
|
|
return true;
|
|
}
|
|
|
|
bool CRmgTemplateZone::findPlaceForTreasurePile(CMapGenerator* gen, si32 min_dist, int3 &pos)
|
|
{
|
|
//si32 min_dist = sqrt(tileinfo.size()/density);
|
|
int best_distance = 0;
|
|
bool result = false;
|
|
|
|
//logGlobal->infoStream() << boost::format("Min dist for density %f is %d") % density % min_dist;
|
|
for(auto tile : tileinfo)
|
|
{
|
|
auto dist = gen->getTile(tile).getNearestObjectDistance();
|
|
|
|
if (gen->isPossible(tile) && (dist >= min_dist) && (dist > best_distance))
|
|
{
|
|
bool allTilesAvailable = true;
|
|
gen->foreach_neighbour (tile, [&gen, &allTilesAvailable](int3 neighbour)
|
|
{
|
|
if (!(gen->isPossible(neighbour) || gen->isBlocked(neighbour)))
|
|
{
|
|
allTilesAvailable = false; //all present tiles must be already blocked or ready for new objects
|
|
}
|
|
});
|
|
if (allTilesAvailable)
|
|
{
|
|
best_distance = dist;
|
|
pos = tile;
|
|
result = true;
|
|
}
|
|
}
|
|
}
|
|
if (result)
|
|
{
|
|
gen->setOccupied(pos, ETileType::BLOCKED); //block that tile
|
|
}
|
|
return result;
|
|
}
|
|
|
|
bool CRmgTemplateZone::findPlaceForObject(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos)
|
|
{
|
|
//we need object apperance to deduce free tiles
|
|
if (obj->appearance.id == Obj::NO_OBJ)
|
|
{
|
|
auto templates = VLC->dobjinfo->pickCandidates(obj->ID, obj->subID, gen->map->getTile(getPos()).terType);
|
|
if (templates.empty())
|
|
throw rmgException(boost::to_string(boost::format("Did not find graphics for object (%d,%d) at %s") %obj->ID %obj->subID %pos));
|
|
|
|
obj->appearance = templates.front();
|
|
}
|
|
|
|
//si32 min_dist = sqrt(tileinfo.size()/density);
|
|
int best_distance = 0;
|
|
bool result = false;
|
|
si32 w = gen->map->width;
|
|
si32 h = gen->map->height;
|
|
|
|
//logGlobal->infoStream() << boost::format("Min dist for density %f is %d") % density % min_dist;
|
|
|
|
auto tilesBlockedByObject = obj->getBlockedOffsets();
|
|
|
|
for (auto tile : tileinfo)
|
|
{
|
|
//object must be accessible from at least one surounding tile
|
|
bool accessible = false;
|
|
for (int x = -1; x < 2; x++)
|
|
for (int y = -1; y <2; y++)
|
|
{
|
|
if (x && y) //check only if object is visitable from another tile
|
|
{
|
|
int3 offset = obj->getVisitableOffset() + int3(x, y, 0);
|
|
if (!vstd::contains(tilesBlockedByObject, offset))
|
|
{
|
|
int3 nearbyPos = tile + offset;
|
|
if (gen->map->isInTheMap(nearbyPos))
|
|
{
|
|
if (obj->appearance.isVisitableFrom(x, y) && !gen->isBlocked(nearbyPos))
|
|
accessible = true;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
if (!accessible)
|
|
continue;
|
|
|
|
auto ti = gen->getTile(tile);
|
|
auto dist = ti.getNearestObjectDistance();
|
|
//avoid borders
|
|
if (gen->isPossible(tile) && (dist >= min_dist) && (dist > best_distance))
|
|
{
|
|
bool allTilesAvailable = true;
|
|
for (auto blockingTile : tilesBlockedByObject)
|
|
{
|
|
int3 t = tile + blockingTile;
|
|
if (!gen->map->isInTheMap(t) || !gen->isPossible(t))
|
|
{
|
|
allTilesAvailable = false; //if at least one tile is not possible, object can't be placed here
|
|
break;
|
|
}
|
|
}
|
|
if (allTilesAvailable)
|
|
{
|
|
best_distance = dist;
|
|
pos = tile;
|
|
result = true;
|
|
}
|
|
}
|
|
}
|
|
if (result)
|
|
{
|
|
gen->setOccupied(pos, ETileType::BLOCKED); //block that tile
|
|
}
|
|
return result;
|
|
}
|
|
|
|
void CRmgTemplateZone::checkAndPlaceObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos)
|
|
{
|
|
if (!gen->map->isInTheMap(pos))
|
|
throw rmgException(boost::to_string(boost::format("Position of object %d at %s is outside the map") % object->id % object->pos()));
|
|
object->pos = pos;
|
|
|
|
if (object->isVisitable() && !gen->map->isInTheMap(object->visitablePos()))
|
|
throw rmgException(boost::to_string(boost::format("Visitable tile %s of object %d at %s is outside the map") % object->visitablePos() % object->id % object->pos()));
|
|
for (auto tile : object->getBlockedPos())
|
|
{
|
|
if (!gen->map->isInTheMap(tile))
|
|
throw rmgException(boost::to_string(boost::format("Tile %s of object %d at %s is outside the map") % tile() % object->id % object->pos()));
|
|
}
|
|
|
|
if (object->appearance.id == Obj::NO_OBJ)
|
|
{
|
|
auto templates = VLC->dobjinfo->pickCandidates(object->ID, object->subID, gen->map->getTile(pos).terType);
|
|
if (templates.empty())
|
|
throw rmgException(boost::to_string(boost::format("Did not find graphics for object (%d,%d) at %s") %object->ID %object->subID %pos));
|
|
|
|
object->appearance = templates.front();
|
|
}
|
|
|
|
gen->map->addBlockVisTiles(object);
|
|
gen->editManager->insertObject(object, pos);
|
|
logGlobal->traceStream() << boost::format ("Successfully inserted object (%d,%d) at pos %s") %object->ID %object->subID %pos();
|
|
}
|
|
|
|
void CRmgTemplateZone::placeObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos)
|
|
{
|
|
logGlobal->traceStream() << boost::format("Inserting object at %d %d") % pos.x % pos.y;
|
|
|
|
checkAndPlaceObject (gen, object, pos);
|
|
|
|
auto points = object->getBlockedPos();
|
|
if (object->isVisitable())
|
|
points.insert(pos + object->getVisitableOffset());
|
|
points.insert(pos);
|
|
for(auto p : points)
|
|
{
|
|
if (gen->map->isInTheMap(p))
|
|
{
|
|
gen->setOccupied(p, ETileType::USED);
|
|
}
|
|
}
|
|
for(auto tile : tileinfo)
|
|
{
|
|
si32 d = pos.dist2d(tile);
|
|
gen->setNearestObjectDistance(tile, std::min(d, gen->getNearestObjectDistance(tile)));
|
|
}
|
|
}
|
|
|
|
bool CRmgTemplateZone::guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str)
|
|
{
|
|
|
|
logGlobal->traceStream() << boost::format("Guard object at %d %d") % object->pos.x % object->pos.y;
|
|
int3 visitable = object->visitablePos();
|
|
std::vector<int3> tiles;
|
|
gen->foreach_neighbour(visitable, [&](int3& pos)
|
|
{
|
|
logGlobal->traceStream() << boost::format("Block at %d %d") % pos.x % pos.y;
|
|
if (gen->isPossible(pos))
|
|
{
|
|
tiles.push_back(pos);
|
|
};
|
|
});
|
|
if ( ! tiles.size())
|
|
{
|
|
logGlobal->infoStream() << "Failed";
|
|
return false;
|
|
}
|
|
auto guard_tile = *RandomGeneratorUtil::nextItem(tiles, gen->rand);
|
|
|
|
if (addMonster (gen, guard_tile, str)) //do not place obstacles around unguarded object
|
|
{
|
|
for (auto pos : tiles)
|
|
gen->setOccupied(pos, ETileType::BLOCKED);
|
|
|
|
gen->setOccupied (guard_tile, ETileType::USED);
|
|
}
|
|
else
|
|
gen->setOccupied (guard_tile, ETileType::FREE);
|
|
|
|
return true;
|
|
}
|
|
|
|
ObjectInfo CRmgTemplateZone::getRandomObject (CMapGenerator* gen, ui32 value)
|
|
{
|
|
std::vector<std::pair<ui32, ObjectInfo>> tresholds;
|
|
ui32 total = 0;
|
|
|
|
ui32 minValue = 0.25f * value;
|
|
|
|
//roulette wheel
|
|
for (auto oi : possibleObjects)
|
|
{
|
|
if (oi.value >= minValue && oi.value <= value)
|
|
{
|
|
//TODO: check place for non-removable object
|
|
//problem: we need at least template for the object that does not yet exist
|
|
total += oi.probability;
|
|
tresholds.push_back (std::make_pair (total, oi));
|
|
}
|
|
}
|
|
|
|
//TODO: generate pandora box with gold if the value is very high
|
|
if (tresholds.empty())
|
|
{
|
|
ObjectInfo oi;
|
|
if (minValue > 20000) //we don't have object valuable enough
|
|
{
|
|
oi.generateObject = [minValue]() -> CGObjectInstance *
|
|
{
|
|
auto obj = new CGPandoraBox();
|
|
obj->ID = Obj::PANDORAS_BOX;
|
|
obj->subID = 0;
|
|
obj->resources[Res::GOLD] = minValue;
|
|
return obj;
|
|
};
|
|
oi.value = minValue;
|
|
oi.probability = 0;
|
|
}
|
|
else
|
|
{
|
|
oi.generateObject = [gen]() -> CGObjectInstance *
|
|
{
|
|
return nullptr;
|
|
};
|
|
oi.value = 0;
|
|
oi.probability = 0;
|
|
}
|
|
return oi;
|
|
}
|
|
|
|
int r = gen->rand.nextInt (1, total);
|
|
|
|
for (auto t : tresholds)
|
|
{
|
|
if (r <= t.first)
|
|
return t.second;
|
|
}
|
|
}
|
|
|
|
void CRmgTemplateZone::addAllPossibleObjects (CMapGenerator* gen)
|
|
{
|
|
//TODO: move typical objects to config
|
|
|
|
ObjectInfo oi;
|
|
|
|
static const Res::ERes preciousRes[] = {Res::ERes::CRYSTAL, Res::ERes::GEMS, Res::ERes::MERCURY, Res::ERes::SULFUR};
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
oi.generateObject = [i, gen]() -> CGObjectInstance *
|
|
{
|
|
auto obj = new CGResource();
|
|
obj->ID = Obj::RESOURCE;
|
|
obj->subID = static_cast<si32>(preciousRes[i]);
|
|
obj->amount = 0;
|
|
return obj;
|
|
};
|
|
oi.value = 1400;
|
|
oi.probability = 300;
|
|
possibleObjects.push_back (oi);
|
|
}
|
|
|
|
static const Res::ERes woodOre[] = {Res::ERes::WOOD, Res::ERes::ORE};
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
oi.generateObject = [i, gen]() -> CGObjectInstance *
|
|
{
|
|
auto obj = new CGResource();
|
|
obj->ID = Obj::RESOURCE;
|
|
obj->subID = static_cast<si32>(woodOre[i]);
|
|
obj->amount = 0;
|
|
return obj;
|
|
};
|
|
oi.value = 1400;
|
|
oi.probability = 300;
|
|
possibleObjects.push_back (oi);
|
|
}
|
|
|
|
oi.generateObject = [gen]() -> CGObjectInstance *
|
|
{
|
|
auto obj = new CGResource();
|
|
obj->ID = Obj::RESOURCE;
|
|
obj->subID = static_cast<si32>(Res::ERes::GOLD);
|
|
obj->amount = 0;
|
|
return obj;
|
|
};
|
|
oi.value = 750;
|
|
oi.probability = 300;
|
|
possibleObjects.push_back (oi);
|
|
|
|
oi.generateObject = [gen]() -> CGObjectInstance *
|
|
{
|
|
auto obj = new CGPickable();
|
|
obj->ID = Obj::TREASURE_CHEST;
|
|
obj->subID = 0;
|
|
return obj;
|
|
};
|
|
oi.value = 1500;
|
|
oi.probability = 1000;
|
|
possibleObjects.push_back (oi);
|
|
|
|
oi.generateObject = [gen]() -> CGObjectInstance *
|
|
{
|
|
auto obj = new CGArtifact();
|
|
obj->ID = Obj::RANDOM_TREASURE_ART;
|
|
obj->subID = 0;
|
|
auto a = new CArtifactInstance();
|
|
gen->map->addNewArtifactInstance(a);
|
|
obj->storedArtifact = a;
|
|
return obj;
|
|
};
|
|
oi.value = 2000;
|
|
oi.probability = 150;
|
|
possibleObjects.push_back (oi);
|
|
|
|
oi.generateObject = [gen]() -> CGObjectInstance *
|
|
{
|
|
auto obj = new CGArtifact();
|
|
obj->ID = Obj::RANDOM_MINOR_ART;
|
|
obj->subID = 0;
|
|
auto a = new CArtifactInstance();
|
|
gen->map->addNewArtifactInstance(a);
|
|
obj->storedArtifact = a;
|
|
return obj;
|
|
};
|
|
oi.value = 5000;
|
|
oi.probability = 150;
|
|
possibleObjects.push_back (oi);
|
|
|
|
oi.generateObject = [gen]() -> CGObjectInstance *
|
|
{
|
|
auto obj = new CGArtifact();
|
|
obj->ID = Obj::RANDOM_MAJOR_ART;
|
|
obj->subID = 0;
|
|
auto a = new CArtifactInstance();
|
|
gen->map->addNewArtifactInstance(a);
|
|
obj->storedArtifact = a;
|
|
return obj;
|
|
};
|
|
oi.value = 10000;
|
|
oi.probability = 150;
|
|
possibleObjects.push_back (oi);
|
|
|
|
oi.generateObject = [gen]() -> CGObjectInstance *
|
|
{
|
|
auto obj = new CGArtifact();
|
|
obj->ID = Obj::RANDOM_RELIC_ART;
|
|
obj->subID = 0;
|
|
auto a = new CArtifactInstance();
|
|
gen->map->addNewArtifactInstance(a);
|
|
obj->storedArtifact = a;
|
|
return obj;
|
|
};
|
|
oi.value = 20000;
|
|
oi.probability = 150;
|
|
possibleObjects.push_back (oi);
|
|
|
|
static const int scrollValues[] = {500, 2000, 3000, 4000, 5000};
|
|
|
|
for (int i = 0; i < 5; i++)
|
|
{
|
|
oi.generateObject = [i, gen]() -> CGObjectInstance *
|
|
{
|
|
auto obj = new CGArtifact();
|
|
obj->ID = Obj::SPELL_SCROLL;
|
|
obj->subID = 0;
|
|
std::vector<SpellID> out;
|
|
|
|
//TODO: unify with cb->getAllowedSpells?
|
|
for (ui32 i = 0; i < gen->map->allowedSpell.size(); i++) //spellh size appears to be greater (?)
|
|
{
|
|
const CSpell *spell = SpellID(i).toSpell();
|
|
if (gen->map->allowedSpell[spell->id] && spell->level == i+1)
|
|
{
|
|
out.push_back(spell->id);
|
|
}
|
|
}
|
|
auto a = CArtifactInstance::createScroll(RandomGeneratorUtil::nextItem(out, gen->rand)->toSpell());
|
|
gen->map->addNewArtifactInstance(a);
|
|
obj->storedArtifact = a;
|
|
return obj;
|
|
};
|
|
oi.value = scrollValues[i];
|
|
oi.probability = 30;
|
|
possibleObjects.push_back (oi);
|
|
}
|
|
|
|
//non-removable object for test
|
|
//oi.generateObject = [gen]() -> CGObjectInstance *
|
|
//{
|
|
// auto obj = new CGMagicWell();
|
|
// obj->ID = Obj::MAGIC_WELL;
|
|
// obj->subID = 0;
|
|
// return obj;
|
|
//};
|
|
//oi.value = 250;
|
|
//oi.probability = 100;
|
|
//possibleObjects.push_back (oi);
|
|
|
|
//oi.generateObject = [gen]() -> CGObjectInstance *
|
|
//{
|
|
// auto obj = new CGObelisk();
|
|
// obj->ID = Obj::OBELISK;
|
|
// obj->subID = 0;
|
|
// return obj;
|
|
//};
|
|
//oi.value = 3500;
|
|
//oi.probability = 200;
|
|
//possibleObjects.push_back (oi);
|
|
|
|
//oi.generateObject = [gen]() -> CGObjectInstance *
|
|
//{
|
|
// auto obj = new CBank();
|
|
// obj->ID = Obj::CREATURE_BANK;
|
|
// obj->subID = 5; //naga bank
|
|
// return obj;
|
|
//};
|
|
//oi.value = 3000;
|
|
//oi.probability = 100;
|
|
//possibleObjects.push_back (oi);
|
|
|
|
}
|